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<soundnfury>
jclishman: nice
<awang>
Do the custom KRASH settings work for anyone else?
<awang>
I have to manually replace the KRASH settings with the RP-0 ones to get them to work
<awang>
jclishman: What are the long white poles sticking out the right side?
<jclishman>
RPWS antenna
<awang>
RPWS?
<jclishman>
one of the instruments from dmagic
<jclishman>
i think it's in electrics
<awang>
I see
<chatz>
awang: sorry missed the message - I'm trying to test out the development version of rp-0 for 1.2.2 - I thought there is no release yet and I have to build from source?
<awang>
chatz: You're right in that there's no official release, but I believe the .dll in the repository should be the development version
<awang>
It should always be the version corresponding to the current commit, I think
<chatz>
oh ok - thanks
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<blowfish>
ugh, how does adding an avionics unit bring me down from 100% built to 60% built
<blowfish>
increases build time a lot for my unbuilt one too
<Qboid>
soundnfury: I'll redirect this as soon as they are around.
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<awang>
Hmmm, KSP suddenly is only taking up ~12GB of RAM instead of ~20
<awang>
Not that I'm complaining
<jclishman>
hmm, its not letting me upgrade Rate 2 of my VAB for some reason
<jclishman>
oh wait i need to upgrade it for that
<jclishman>
duh
<awang>
Only 1 million funds
<awang>
No big deal
<jclishman>
300,000 to upgrade to lvl 2
<awang>
Oh?
<awang>
Could have sworn it was 1 million
<jclishman>
yeah thats what i've got
<jclishman>
why can you not plant flags until lvl 3 astronaut center
<awang>
...It's definitely 1 million for me
<awang>
Just started a new game
<awang>
Interesting
<jclishman>
what difficulty are you playing on
<jclishman>
that could be it
<awang>
Hard?
<awang>
I didn't think the upgrade costs changed
<jclishman>
i'm on medium
<soundnfury>
awang: I have it as 1 million too
<soundnfury>
maybe jclishman is playing release rather than dev?
<Bornholio>
soundnfury using 1.3?
<soundnfury>
Bornholio: no, 1.2.2
* soundnfury
|zzz
<blowfish>
Redstone with 2 Castor boosters looks a lot less silly than Redstone with 2 A4 boosters
<ProjectThoth>
This deployment problem is tricky.
<ProjectThoth>
I'm de facto part of my school's AIAA branch, and we're working on a rocket... but the parachute deployment system has to be entirely mechanical.
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<awang>
Bornholio: I'm trying out 1.3, and it's a million here
<blowfish>
ugh, is there a way to prevent KCT from sending a vessel to the bottom of the build list when you edit it?
<Bornholio>
cool hope your pr for test flight gets pushed
<Bornholio>
yeah that contract should update as long as its a new craft and meets all the other requirements, do you have enough antennas and correct orbit with the sats?
<Duncan>
I was checking it on the launchpad
<Bornholio>
I know in release i conpleted it a couple times with just a bit of fiddling to get sats positioned right to connect
<Duncan>
I assumed it would acknowledge that it was the correct type of craft regardless of orbit
<Duncan>
I always check on the launchpad before launching because it is easy on some contracts to forget a required part
<Bornholio>
I'd wait for all the other things to be complete and if thats all thats left just use mod-f12-->contract-..active and force complete it
<Duncan>
ok
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<BadInternetCo>
Howdy
* BadInternetCo
pokes soundnfury with an R7
<Bornholio>
sounds painful\
<BadInternetCo>
Heh
<Duncan>
mod f12 isnt working for me
<Duncan>
it was a while back but now it seems to toggle time compress
<BadInternetCo>
Talking oc the R7, I am giving up on that thing in early RP0
<BadInternetCo>
The engines fail ALL the time
<BadInternetCo>
of*
<Bornholio>
yes, kind of like r7
<Bornholio>
:P
<BadInternetCo>
heh, true
<Duncan>
damn it now I have new version fomo
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<Duncan>
principia is so awesome
<Bornholio>
man quit egg ing him on :)
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<egg|zzz|egg>
!wpn Duncan
* Qboid
gives Duncan a hypothetical non-conforming culverin
<egg|zzz|egg>
!wpn Bornholio
* Qboid
gives Bornholio a Аэрофлот multimeter-like refractor
<Bornholio>
not sure why aeroflot would make them but Rus companies do crazy things
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<chatz>
Anyone know if telemachus/houston works with real solar system?
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<chatz>
I've got no clue what the "units of payload" are for sounding rockets - Any pointers?
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<soundnfury>
BadRocketsCo: don't poke me with R7s :(
<soundnfury>
chatz: telemachus does work with RSS (you might want tcannonfodder's fork though for unrelated bugfixes)
<soundnfury>
chatz: and the FooPayload are all in litres like all other resources
<egg|zzz|egg>
!seen NathanK*
<Qboid>
egg|zzz|egg: I haven't seen the user NathanK* yet.
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<chatz>
soundnfury: Sounding Rocket contracts require some Sounding Rocket payload - but I don't know where I configure that - do I just add it to a tank?
<soundnfury>
chatz: add it to a Tank-I or ServiceModule tank
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<chatz>
Thanks
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<awang>
Does anyone mind trying out my TestFlight recompile in 1.3?
<awang>
I'm getting what I feel to be waayyyyyyy too many ignition failures
<awang>
Like maybe 1 in 8 launches have successful ignitions
<awang>
For a basic Aerobee sounding rocket
<awang>
I think something may be off with the MTBF thing too
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<awang>
New Aerobee engine has MTBF of ~550 seconds
<awang>
Editor says it should be ~350 seconds though
<soundnfury>
awang: editor always lies though
<soundnfury>
usually shows the "no data" MTBF no matter how much data you have, ime
<awang>
soundnfury: Well, TIL
<awang>
Wait
<awang>
You're supposed to start with 0 data units, right?
<awang>
....Why am I starting with 2000 in a simulation?...
<soundnfury>
awang: I *think* the very earliest parts start with a little data
<awang>
Oh
<awang>
The editor lies again, then
<soundnfury>
heh
<awang>
But that'd explain the numbers I'm seeing
<awang>
Although not the behavior
<soundnfury>
also, tech transfer is broken
<awang>
Tech transfer?
<soundnfury>
yeah, when you upgrade a part you're supposed to get a percentage of the data from the old part on the new one
<soundnfury>
but it only lasts for the first flight, then subtracts itself back off for some reason
<soundnfury>
_but_ if beforehand you hire an R&D team, you get and keep the tech transfer
<soundnfury>
but beware, if that takes you over the part's R&D limit, it'll just keep on R&D-ing until it gets to 100%
<awang>
wut
<soundnfury>
(and you can't stop the R&D in the editor, you have to use the spacecentre TF menu)
<soundnfury>
yeah, tl;dr: TF is kinda buggy :(
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<awang>
Kinda?
<awang>
Sounds pretty darn buggy to me
<awang>
Is this on the GitHub issue tracker?
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<soundnfury>
v0v
<awang>
Well, it's there now
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<soundnfury>
awang: ty
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<wb99999999>
check
<soundnfury>
o/ nines
<awang>
soundnfury: np
<wb99999999>
afternoon :)
<soundnfury>
evenin'
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<wb99999999>
so anyone know why does the Soviets stick with kerolox so much in the early years?
<wb99999999>
I mean aside from probes and RCS they don't even seems to use hypergolics that much until Yongel got an upper hand and beats Koreolev
<Bornholio>
killing large numbers of people with death fume soup
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<ProjectThoth>
Am I supposed to see aero heating effects (visually) at 1 km/s at roughly 50 km?